Quests: Design, Theory, and History in Games and Narratives
Quests: Design, Theory, and History in Games and Narratives
Dr. Jeff Howard
Fall 2009
(a.k.a. “Writing for Interactive Media” or “Gaming and Literature”)
| |Discuss |Read |Play |Design |
| | |(Required Reading) |(Required Gaming) |(Assignments |
| | | | |Due) |
|Unit One: Introduction to Questing |
|Week One | | | | |
| | |Quests Preface, |Interactive fiction | |
| | |Introduction, and Chapter |(Colossal Cave | |
| | |One |Adventure or another | |
| | | |representative game of| |
| | | |your choice) | |
|Week Two |History and theory of |Course Packet (Tronstad | | |
| |quest games |“Semiotic and Nonsemiotic | | |
| | |MUD Performances” | | |
| |Ludology versus | | | |
| |narratology |Aarseth “Quest Games as | | |
| | |Post Narrative Discourse,” | | |
| |Meaning and action | | | |
| | |Susana Tosca “The Quest | | |
| | |Problem in Computer Games”)| | |
| |History of quest |Frye from Anatomy of | |Assignment Due: |
| |narratives |Criticism, Excerpts from | |Sir Gawain Design |
| | |The Hero with a Thousand | |Document # 1 |
| |Symbolism, allegory, and |Faces, | | |
| |symbolic correspondences | | | |
| | |Excerpts from The Odyssey | | |
| |The hero’s journey | | | |
| | | | | |
| |Epic, myth, and romance | | | |
|Unit Two: Quest Spaces |
|Week Three | |Quests Chapter Two |Graphical Adventure |Level Design Tutorial |
| | | |Games |# 1; |
| | |Read Sir Gawain and the |(King’s Quest or |Level Design Exercises|
| | |Green Knight¸ Books I-II |another representative|1-4 |
| | |(Quests: Appendix B) |game of your choice) | |
| | | | | |
|Week Four |Spatially encoded meaning |Read Jenkins “Game Design | |Design Document # 1 |
| | |as Narrative Architecture” | |(Level Design) |
| |Challenge, progression, | | | |
| |and re-configuration | | | |
|Week Five |Learning to use a level | | |Assignment Due: |
| |editor | | |Level Prototype |
| | | | |(Aurora, TECS, or |
| |Tile-based levels, | | |UnrealEd) |
| |terrain, and | | | |
| |height-mapping | | | |
|Unit Three: Quest Characters |
|Week Six |Iconic characters |Quests Chapter Four, |Single-Player RPG: |NPC Construction |
| |Quest-givers | |Planescape: Torment or|Tutorial # 1, |
| | |Excerpts from Propp on |another representative|NPC Construction |
| |Villains |“Dramatis Personae” |game of your choice |Tutorial # 2 |
| | | | |Design Document # 2: |
| |Helpers |Read The Faerie Queen, Book| |Character sketch and |
| | |I (Quests: Appendix C) | |dialogue |
| |Principles of dialogue |Daniel Erickson: “A | |Assignment Due: |
| | |Craftsman’s Guide to | |Completed quest-giver |
| | |Interactive Dialogue” | |dialogues |
|Week Seven |Continue Quest Characters | | | |
|Unit Four: Quest Items |
|Week Eight |Quests Chapter Three |Excerpts from La Queste del| | |
| | |Saint Graal (The Quest of | | |
| | |the Holy Grail, Ed. P.M. | | |
| | |Matarasso) | | |
| | | | | |
|Week Nine |Symbolic artifacts, | |MMO: World of |Object Creation |
| |The rod of seven parts | |Warcraft, Age of Conan|Exercises 1-4 |
| | | |or another | |
| | | |representative game of| |
| | | |your choice | |
| |Propp’s absent objects | | |Object creation |
| | | | |exercises continued |
| |Hitchcock and the McGuffin| | | |
|Week Ten |Gameplay, visual | | |Design Document # 3: A|
| |appearance, and function | | |Quest Item |
| |in game economy | | | |
| | | | | |
|Unit Five: Quest Challenges |
|Week Eleven | |Quests Chapter Five | | |
| |Bridging the | |Survival Horror: |Scripting Tutorials |
| |interpretative and | |Eternal Darkness or |1-3 |
| |configurative functions | |another representative| |
| | | |game of your choice | |
| |Core mechanics and magic | | | |
| |systems | | | |
|Week Twelve |Puzzles |Read excerpt from Danesi’s |Action-adventure: Ico |Assignment Due: |
| | |“The Puzzle Instinct” |or another |Scripting Exercises |
| | |Read excerpt from Barton |representative game of|1-3 |
| | |Dungeons and Desktops |your choice | |
| | |Read excerpts from “Childe | |Design Document # 4: a|
| | |Roland to the Dark Tower | |puzzle |
| | |Came” and The Dark Tower, | | |
| | |Volume I (romantic and | | |
| | |modern quest narrative) | | |
|Unit Six: Final projects |
|Week Thirteen | |Final projects and | | |
| | |play-testing | | |
|Week Fourteen | |Assignment Due: Final | | |
| | |quests in Aurora, TECS, or | | |
| | |UnrealEd | | |
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